Azada: In Libro Walkthrough

Azada: In Libro – Game Introduction

Welcome to the Azada: In Libro Collector’s Edition walkthrough on Gamezebo. Azada: In Libro Collector’s Edition is an adventure game played on the PC created by ERS Game Studios. This walkthrough includes tips and tricks, helpful hints and a strategy guide on how to completeAzada: In Libro Collector’s Edition

General Tips

This adventure game requires visiting several locations and using inventory items to advance play.

Play is mostly linear although there are some options for the order in which to explore locations.

CAPITALIZED inventory items are meant to make it easier to find where this guide may deviate from your own play.

Always move the cursor around a scene. Watch the cursor to see if it changes into a hand or magnifying glass.

Main Menu:

Play – Begin or resume a game. The first time you play you must select a difficulty level:

Menu – Change your options, resume the game or return to the main menu.

Hint/Skip Bar – Clicking will show an area to explore. Hints are not limited. The rate the bar refills depends on the mode of play. The bar turns into a Skip bar for puzzles.

Diary – Clicking an object can add clues or information. The diary pages flutter when new information is added.

Inventory List – A scrollable list of icons showing available items.

Symbol Meanings:

Magnifying Glass – Zoom in on interactive area.

Hand – Interact with an object: pick up an item, open a door or move an object.

Sparkles – Active area.

Walkthrough

A short clip explains the background and introduces the story line for play.

If you are not familiar with adventure games click “Yes” when asked if you would like a tutorial. This will show you how to interact with objects and characters.

Chapter 1: The Inheritance

Prague

Conclude the conversation with the gentleman (A).

Take the Diary Page (B).

Examine the cat door (C).

Pour the MILK into the bowl for the cat.

Once the cat has returned to the house, zoom in on the cat door. Take the BELL CORD.

Look closer at the doorbell (D).

Attach the BELL CORD. Pull the cord to open the doors.

Enter the house. Try to pet the cat.

Basement

Speak with Titus.

Examine the book. Turn the page. Enter the book.

Chapter 2: The First Key

Alley

Accept the empty Key Box from Titus (A).

Take the lid off of the trash can (B).

Sift through the garbage to uncover the CHAIN LINK.

Zoom in on the brick wall (B).

Remove the BRICK (C). It is added to inventory. Take the BRACELET from the nook.

Look at the window (D). Take the APPLE.

Click the bicycle to open a puzzle.

The goal is to complete the chain by placing like colored links together. Double click an already placed link to rotate it. Right click to rotate a link prior to placing it. One solution is shown in the next screen shot.

Take the completed CHAIN LINK.

Read the note on the ladder.

House – Exterior

Pick up the note (A).

Examine the door (B) to add information to the diary.

Go right toward the pier.

Pier

Click the cart to move it (C).

Zoom in on the coin purse (D). Open the purse and take the COIN.

Head to the ship (E).

Examine the message board (A).

Take the SKIRT. The letter, number and symbol on the board (yellow) are added to the diary.

Board the ship.

Shipboard

Take the COIN from the coiled rope (B).

Enter the hold (C).

Take the CANDLE from the seat cushion (A).

Examine the trunk lock (B).

Zoom in on the wine rack (C). Use the BRICK to break open a bottle. The code (D) is added to the diary.

Go to the captain’s quarters at the rear of the ship.

Explore the cabin.

Look closer at the skeleton’s head (A). Place the CANDLE on the pipe embers. A BURNING CANDLE is returned to inventory.

Take the CROWBAR from the side (B).

Dock

Inspect the boxes to the right of the gangplank.

Use the CROWBAR to pry off the lid. Take the SCREWDRIVER and BOARD.

Pier

Zoom in on the slot machine next to the casino.

Insert the two COINS to play (A).

If necessary, refer to the diary for the code from the message board (B).

The goal is to pull the levers so the letter, number and symbol match the code.

The yellow lever controls the yellow and blue levers. The blue lever controls the blue and red levers. The red lever controls the red and yellow levers.

The best strategy is to position the number first. Do this by pulling the red lever.

To reset the puzzle, exit and reenter the scene.

Solution: Red-Blue-Blue.

Receive the CODE WHEEL.

Examine the side of the building (A).

Use the CROWBAR to remove the METAL SHEET.

Click down twice to go to the tram.

Tram

Take the ladder leaning against the house and place it on the side of the tram (B).

Zoom in on the empty lantern (C).

Put the BURNING CANDLE in the empty lantern to get a functioning LANTERN.

Look under the tram (D).

Place the LANTERN on the tracks to reveal a pig under the tram.

Feed the APPLE to the pig. Take the BOARD after the pig trots off. Pick up the LANTERN.

Return to the house.

House – Exterior

Shoo the bird away from the fire escape (A).

Use the two BOARDS and the METAL SHEET to repair the fire escape (B).

Zoom in and take the BRUSH (C).

Return to the tram.

Tram

Look closer at the rain downspout on the side of the building (D).

Use the BRUSH to retrieve the FISHING LINE.

Board the tram (E).

Note the locked compartment on the floor.

Try flipping down the seatbacks and note the effect on the compartment latches.

Flipping down the first seatback on the left and the last back on the right springs the latches on the compartment (A). Take the WING.

Look at the skeleton head (B). Take the METAL BUG.

Zoom in on the control (C). Use the SCREWDRIVER to remove the screws on the cover. Pull the handle to free the GEAR.

Return to the ship.

Shipboard

Examine the mechanical bird.

Place the CHAIN LINK and the GEAR on the bird to open a puzzle.

The goal is to place the gears so they rotate the red lever counterclockwise. Click the left arrow to check the position.

The solution is shown in the next screenshot.

Take the HOOK.

Return to the hold.

Place the CODE WHEEL in the missing slot in the trunk lock.

Refer to the diary if necessary to find the combination that was hidden in the wine bottle.

Use the HAMMER to smash to lock on the gate to the right of the elevator.

Hang the LANTERN from the overhead pipe (A). If you don’t have a lantern in inventory, check under the tram.

Inspect the pipe to the left (B) to open a puzzle.

Place the TOWEL on the pipe to start the puzzle.

The goal is to extend the towel using six hooks to block the holes.

The solution is shown above.

Take the METAL BUG.

Study

Zoom in on the globe.

Add the three PUZZLE PARTS to start a puzzle.

The goal is to connect the heads and bodies of the snakes in the correct order.

The best strategy is to work from both ends of the fixed piece. Follow the patterns. When a piece is correctly placed, it does not lock into place.

See the next screen shot for the solution.

Correctly solving the snake puzzle opens a new puzzle.

Place the three METAL BUGS on the board to begin.

The goal is to move the bugs into their similarly colored outlines by using the arrows.

First, swap the green and blue bugs by using the left arrow to move them both to the far left. Use the peg to stop the blue bug. Use the down arrow to move the green bug one grid square below the blue bug (See insert A above).

Move the bugs to the right. Use the top peg to stop the blue bug. Slide the green bug to the left of the blue bug (See inset B above).

The next step is to place the red bug above the other two bugs. Move the bugs up and to the left until the red bug is on top of the peg on the left. Press the down arrow until the green and blue bugs are one grid square below the red bug (see inset C above).

Finally, move the bugs all the way to the right (D). Press the left arrow once to move them into their slots.

The bookcase slides open to reveal a secret compartment.

Look at the note about the birds. Take the CHICKEN.

Music Room

Zoom in on the piano.

Place the CUCKOO, CHICKEN and DUCK in the scale nests in that order.

Girl’s Bedroom

Click the black cyclone (A).

Take the GUN CYLINDER from the dresser.

Basement

Use the LATHERY MOP to clean up the spill on the steps.

Zoom on the barrel on the right.

Attach the GUN BARREL and GUN CHAMBER to the incomplete gun.

Insert the CARTRIDGE in the chamber. Take the REVOLVER.

Girl’s Bedroom

Use the REVOLVER to shoot a hole in the window.

Open the closed door where the girl is hiding.

Take the Z-KEY. It is stored in the key case.

Elevator

Use the Z-KEY to unlock the elevator.

Prague Basement

Speak to Titus.

Zoom in on the book. Turn a page and enter the next world.

Chapter 3: Second Key – The Village

Cave

Click the cat.

Pluck the blue FLOWER (A).

Read the message on the bat’s wing (B).

Zoom in on the lock at the back of the cave (C). Take the Z-Key from the key case and insert it in the lock.

Road

Click the cat.

Examine the bushes to the right of the crossroads signs.

Take the FEATHER.

Go left toward the cabin.

Cabin

Look closer at the haystack. Move the hay to find a GLOVE.

Return to the crossroads.

Head for the buildings on the hill.

Town Square

Look closer at the statue (B).

Open the satchel. Take the MOSAIC PART.

Take an ARROW from the quiver.

Head toward the market (C).

Market

Inspect the wheel (A). Take the LADDER.

Look at the fruit stand (B). Move the paper to reveal a piece of FRUIT. Take the SCOOP.

Go to the pottery stand (C). Pick up the PIPETTE. Select one of the BOTTLES to add them all to inventory.

Examine the bottles in the stand on the right (D). Select a bottle. Zoom in on the mess to open a puzzle.

Place the PIPETTE (A) on the circles to start the puzzle.

The goal is to turn all the circles the same color in 25 moves or less.

The puzzle starts in the upper left corner and moves downward based on color choice.

The best strategy is to select the color blob (B) with the most colors adjacent to the colored grid. In the above screenshot red, orange, purple or blue could be chosen. Red has the most bubbles next to the green grid, so choose it. The grid turns red. Choose the next color.

The color patterns are random so use the reset tab (C) to flip through to find a good combination to start.

The pipette fills with ACID and is added to inventory when the puzzle is complete.

Town Square

Look at the house to the right of the statue.

Use the GLOVE to pick up the GLASS.

Place the LADDER next to the window to reach the EMPTY CAN. Pick up the LADDER again.

Return to the cave.

Cave

Go to the pool. Note the woman’s face.

Dip the EMPTY CAN in the pool to get a FILLED CAN.

Town Square

Examine the door on the house on the left.

Click the snail to move it off the lock.

Pour the FILLED CAN of water over the mucus.

Horseshoe Store

Pick up the two pages for the diary and the AXE on the floor (A).

Examine the table (B) to open a puzzle.

The goal is to find the mismatched horseshoe in three successive screens. Guessing incorrectly more than three times resets the puzzle. A HORSESHOE is added to inventory.

Return to the cabin.

Cabin Exterior

Look closer at the window (A). Take the diary page and the RING.

Go to the woodpile (B). Use the AXE to chop a SLIVER off the log.

Zoom in on the door lock (C). Insert the RING in the impression to open the door.

Cabin Interior

Examine the beam on the right with the glowing runes. Place the HORSESHOE on the runes to remove the curse.

Cabin Interior

Zoom in on the fireplace (A). Take the recipe for the diary.

Put the SLIVER in the coals to get a BURNING SLIVER.

Look closer at the stump (B).

Use the BURNING SLIVER to get rid of the spider. Take the BRUSH.

Look in the bucket to open a puzzle (C).

Mushroom Puzzle

The goal is to use the stencils to remove all but the green mushroom.

The best strategy is to remove the obvious patterns first.

See the above screen shot for removing the red mushrooms. Each stencil is used three times. Because of the confusion with overlapping lines, the last use of the yellow stencil isn’t shown. It is obvious where to place it after enough mushrooms have been removed.

See the next screen shot for the yellow mushrooms.

Receive a MUSHROOM for inventory.

Table

Take the warning poster for the diary.

Pick up the NAIL that was under it.

Place the FRUIT on the cutting board.

Use the knife to slice it open. Some of the seeds fall on the cloth.

Click the cloth (A) to fold it over the seeds.

Pour some water from the FILLED CAN over the cloth to germinate the seeds.

Take the sprouted GRAIN.

Road

Stop on the way to the cave to study the bush on the left (A).

Use the SCOOP to dig up the ROOT.

Cave

Examine the crystal formation (B).

Use the BRUSH to remove the dirt and open a puzzle.

The goal is to move the colored stones into the matching color in the center.

The board rotates as each stone is selected. Use the obstructions to help guide the stones. Do them in the following order: Pink (1), Red (2), Blue (3), Green (4).

Receive a ROUGH DIAMOND.

Town Square

Enter the center tower.

Go up to the roof. Take the GRINDSTONE from the mouth of the right Chimera.

Market

Zoom in on the wheel.

Attach the GRINDSTONE (1).

Place the ROUGH DIAMOND in the slot (2).

Click the pedal to polish the DIAMOND (3).

Tower

Zoom in on the stand (B).

Place the DIAMOND in the center to remove the magic.

Examine the first bookcase (A). Take the MOSAIC PART.

Look at the second bookcase (B). Open the three numbered texts to add information to the diary.

Inspect the painting (C). Get the DANDELION.

Zoom in on the cooking fire (D).

Examine the creature’s eye. Use the NAIL to pry out the piece of AMBER.

Review the notes in the diary for the recipes for each pot.

Pot A: Add the MUSHROOM and GRAIN. Dip a BOTTLE in the mixture and get RAIN POTION.

Pot B: Add the GLASS and ROOT. Dip a BOTTLE in the mixture and get WIND POTION.

Pot C: Add the DANDELION and FEATHER. Dip a BOTTLE in the mixture and get SUN POTION.

Pot D: Add the AMBER and FLOWER. Use the BOTTLE to get FROST POTION.

Go up to the top of the tower.

Zoom in on the widow (A). Add the three MOSAIC PARTS to start a puzzle.

This is a jig-saw type puzzle. Match the patterns and shapes to complete it. The solution is shown above.

Match the POTIONS to the symbols above the Chimera’s heads.

Enter the portal that appears.

The evil mist is no longer blocking the middle road.

Chapter 4: Second Key – The Enchanted Woods

Look in the stream to the right of the path (A). Take the FIN.

Go forward.

Examine the stone in the middle of the path (B). Read the note.

Head to the right (C).

At the clearing, go right through the waterfall.

Waterfall Cavern

Examine the stones on the left (A). Use the BRUSH to remove the moss. Take the FIN.

Look at the water (B). Use the ARROW to retrieve the MATCHBOX.

Continue to the right.

Elevator Tree

Zoom in on the tree (A). Take the FIN.

Look closer at the fireflies (B). Place the MATCHBOX among the fireflies to open a puzzle.

The goal is to place fireflies into the box insets.

An insect can be knocked out of a box by another insect. Use the beetles to push the fireflies into the boxes. Solve by following these steps:

Click the fireflies in column (A) until every square on the board is filled.

Use the beetles on the right (B) to push the second firefly into the green box.

Use the top beetles (red) to push the first firefly all the way across the board to the first square (C). Use the beetle circled in yellow to knock the firefly into the red box. This will push the red beetle out of the box.

Click the fireflies (D) until they cover four squares.

Use the beetle (E) to knock the firefly into the aqua box.

Receive a BOX WITH FIREFLIES.

Bog Path

Go back through the waterfall.

Cross the river and take the path to the right.

Click the cat. Pick up the ROPE on the nearest tree (A).

Return to the path crossroads by the cart.

Fairy Village

Go forward.

Look at the suspension bridge (B). Pick up the CATERPILLAR.

Use the water in the FULL CAN to water the parched ground (C).

Zoom in to open a puzzle.

The goal is to rotate the numbered flowers until the petals of the same color touch each other.

Look closer at the stump (A). Give the CATERPILLAR to the hungry birds. Receive a BELL.

Zoom in on the tree across the stream (B). Place the LADDER against the tree (no ladder in inventory? Scurry back to the village and pick it up from the first house on the right in the town square). Take the PINEAPPLE.

Fairy Village

Put the BOX WITH FIREFLIES on any lantern (A) to illuminate them all.

Look at the bridge again (B). Put the ROPE and the BELL on the bridge to repair it. Accept a STONE SYMBOL.

Enter the hut on the right (C). Look in the vase (D). Take the TALISMAN.

Path Crossroads

Look closer at the enchanted tree.

Use the TALISMAN to repair the tree. Place the TALISMAN on every spot on the tree that looks like teeth. See the above screen shot for the solution.

Take the HANDLE.

Fairy Village

Return to the hut.

Zoom in on the fairy.

Insert the HANDLE in the device to open a puzzle.

The goal is to correctly guess the position of the figure after it completes rotating.

There are three rounds. Each position begins with the current position in the screen. Click the handle to begin each round.

The solution is shown above.

Receive a STAKE.

Waterfall

Look at the monkey (A). Give it the PINEAPPLE. Take the HAMMER.

Examine the stump across the river (B).

Insert the STAKE in the stump. Use the HAMMER to loosen the SHORT SWORD.

Zoom in on the fish (C) to open a puzzle.

Insert the three FINS in the fish to start the puzzle.

The goal is to press the waves in the correct sequence so all sink below the waterline at once.

The correct sequence is shown above.

Receive the PEARL.

Waterfall Cavern

Zoom in on the impression in the wall.

Insert the STONE SYMBOL in the impression. Add the PEARL to the center.

Take the nine doses of ANTIDOTE from the nook.

Fairy Village

Zoom in on the thorns on the tree.

Use the SHORT SWORD to free the NET.

Bog Path

Place the ANTIDOTE on each of the nine snakes.

Bog

Look at the skeletal hand (A). Use the SHORT SWORD to lop off the fingers and retrieve the CART HANDLE.

Zoom in on the bubble (B). Click the bubble to pop it. Use the NET to get the SAW.

Fairy Village

Return to the hut.

Use the SAW to cut the top off of the table. Get a WHEEL.

Crossroads

Place the WHEEL and the two CART HANDLES on the cart. Take the CART.

Bog

Put the CART on the water to provide stepping stones to the guardian.

Get the D-KEY.

Elevator Tree

Zoom in on the elevator lock.

Take the D-KEY from the key case.

Insert it in the lock.

Prague Basement

Speak to Titus.

Zoom in on the book. Turn a page and enter the next world.

Chapter 5: The Third Key

Skull Interior

Pick up the LADDER (A).

Zoom in on the lock (B). Open the key case. Use the D-Key to open the lock.

Place the LADDER in the gap in the teeth (C) to exit the skull. The ladder is left behind.

Skull Exterior

Click the fire imp to activate the scene.

Take the diary page hanging on the lamp post.

Go forward to the crossroads.

Crossroads

Click the fire imp to activate the scene.

Take the SKULL from the top of the pole.

Take the left path to the river.

River

Examine the loose dirt (A). Pick up the SHELL.

Go forward to the giant skeleton.

Skeleton

Take the RIBS.

Return to the crossroads.

Follow the right path to the train.

Train Interior

Open the hatch in the floor (A). Take the RED GEM and BLUE GEM.

Look inside the first aid kit (B). Pick up the SCISSORS and BOTTLE.

Crossroads

Zoom in on the bridge.

Place the RIBS on the bridge to repair it.

Castle Entrance

Pick up the BROOM (A).

Look at the left window (B). Get the PUZZLE PART.

Zoom in on the rocks (C). Click to move them and uncover termites. Use the BOTTLE to capture the TERMITES.

Continue to click down to find the sign post to the labyrinth.

Park Entrance

Look closer at the broken sculpture opposite the rat.

Use the BROOM to sweep away the dirt. Take the MAP.

Continue forward to the park.

Park

Click to fire imp (A) to activate the scene.

Look at the column on the right (B). Insert the SKULL in the slot to receive a FLUTE.

Look at the column on the left (C). Insert the SHELL in the slot. The statue disintegrates. Take the BUCKET.

Inspect the bench where the imp was (C). Pick up a LAMP.

Look at the sign post for the labyrinth. Place the missing MAP piece.

Continue up the stairs.

Well

Look at the mushrooms on the left side of the path. Take the CANE.

Return to the crossroads. Head left toward the river.

River

Look inside the cave on the left.

Use the CANE to grab the CHAIN.

Retrace your steps to the well.

Well

Look into the well.

Place the bottle of TERMITES on the boards (B).

Attach the CHAIN to the windlass. Attach the BUCKET to the chain. Click the windlass. Retrieve a BUCKET OF WATER.

Return to the top of the path where it branches off to the labyrinth.

Path

Look at the burning bench (A).

Use the BUCKET OF WATER to douse the flames. Take the ROD.

Look at the burning shrub (B).

Use the BUCKET OF WATER to douse the flames. Take the LAMP.

The empty BUCKET returns to inventory.

Return to the river. Go forward toward the skeleton.

Skeleton

Zoom in on the head (A).

Use the ROD to prop open the jaws. Take the SHOVEL.

Look at the area to the right (B).

Place the PUZZLE PART on the board to open a puzzle.

The goal is to set the triangles so the same images are opposite each other.

Use the small dragon heads to slide the symbol (A) left or right. Click the symbol to rotate the triangles in groups of four clockwise. A correctly placed triangle lights up.

The solution for this puzzle was taken from the strategy guide in the collector’s edition.

Solution. Reset the puzzle if necessary. Slide the symbol to position D. Click three times. Slide to position C. Click three times. Slide to position B. Click twice. Slide to position D. Click once. Slide to position C. Click once. Slide to position D. Click once.

Receive a WRENCH.

Go back once.

River

Use the SHOVEL in the loose dirt to uncover a barrel.

Click the barrel to open a puzzle.

The goal is to swap the pieces to form complete pictures of the objects.

Drag the hands to select two segments. Click the center button to swap them.

The solution is shown in the dashed inset.

Receive a BARREL OF HONEY.

Return to the entrance to the park where the rat is located.

Park Entrance

Give the rat the BARREL OF HONEY (A).

Peek inside the rat’s dwelling (B). Take the FILE.

Place the empty BUCKET on the pile of coal. Retrieve a bucket of COAL.

Castle Entrance

Zoom in on the switch to the left of the door.

Use the FILE to remove the LEVER.

Crossroads

Use the FLUTE to charm the snake.

Take the NEEDLES and the BALL OF YARN.

Take the path to the train.

Train Tracks

Zoom in on the suspended tracks (A).

Use the NEEDLES to pry out the LAMP.

Look at the switching device (B). Insert the LEVER. Pull the lever to switch the tracks.

Train Interior

Look closer at the lit panel.

Place the three LAMPS on the board to start a puzzle.

The goal is to light up all the lamps.

Select and right click pieces to fit on the board. When a piece is correctly placed it will lock into position. If a connection is properly made, the lights turn red.

See the next screen shot for the solution

Zoom in on the coal compartment (A).

Use the WRENCH to open the cover. Put the COAL in the furnace.

Click the levers (B) to head off.

Castle

Exit the train.

Click the fire imp to activate the scene.

Go down the stairs to the storage room.

Storage Room

Pick up the SPONGE (A).

Inspect the shelves (B). Take the LIGHTENING JAR.

Go back upstairs to the landing.

Landing

Zoom in on the skeleton (A). Use the SCISSORS to cut away the spider web. Take the LOCK PICK.

Look at the mirror (B). Use the SPONGE to clean the mirror. Take the SPELL.

Examine the lower part of the window (C). Take the MIRROR.

Return to the storage room. Go right to the dungeon.

Dungeon

Examine the lock on the lower cage (A).

Place the SPELL on the magic.

Use the LOCK PICK to open the padlock.

Zoom in on the bowl on the floor (B). Grab the SPOON.

Examine the unicorn’s cage (C).

Pick up the MIRROR.

Zoom in on the unicorn’s mane. Use the SCISSORS to snip of some of the UNICORN’S HAIR.

Look at the rock formation on the right (D).

Insert the RED GEM, BLUE GEM and UNICORN’S HAIR in the slots. Click the cover. Take the CLOCKWORK HEART.

Storage Room

Zoom in on the clockwork sailor (A).

Look closer at his chest compartment. Use the WRENCH to remove the cover.

Take the STONE HEART (B).

Insert the CLOCKWORK HEART in the compartment (C). Jump start the heart with the LIGHTENING JAR.

Take the PUZZLE PART from the grateful robot (D).

Return to the landing. Go up the stairs to the right.

Library

Examine the bookcase on the left (A).

Move the two rows of books. Take the BRUSH.

Pick up the diary page behind the brush.

Storage Room

Look at the pile of stuff (B).

Place the SPOON next to the plant (C). Tie the plant to the spoon with the BALL OF YARN.

Put the BRUSH on the flower. Receive STICKY POLLEN.

Pick up the MIRROR (D).

Library

Zoom in on the tomb (A).

Insert the STONE HEART in the impression. Take the hidden PUZZLE PART.

Look at the broken mirror (B).

Add the three MIRROR pieces.

Spread the STICKY POLLEN on the mirror backing to start a puzzle.

This is a jig-saw type puzzle. Solve it by matching colors and patterns. Pieces cannot be rotated. A correctly placed piece locks into place.

Receive the MIRROR.

Go up the stairs to the second floor.

Talk to the dark magician.

Use the MIRROR to reflect the magic spell (A).

Head toward the exit (B).

Zoom in to play a puzzle.

Add the PUZZLE PARTS to begin play.

The goal is to place the stencils over the parts until all are covered. Right click to rotate the pieces.

The best strategy is to place the four 3-piece stencils first. These go in each of the corners.

Solve this puzzle to go to the last puzzle.

The goal is to place the symbols in the grid so no symbols are in the same row, column or 9-square grid.

The best approach is to solve those with the most already fixed in place. The purple symbols have four already on the board. The above screen shot shows the correct placement for all of the purple symbols to help start things off.

See the next screen shot for the solution.

Go forward and take the last key.

Congratulations! You have completed playing Azada: In Libro Collector’s Edition. Bonus material and a bonus chapter are now available from the Extras tab on the main menu.

Collector’s Edition Bonus Play

Building Ruins

Speak to Titus and the clockwork sailor in the building ruins to begin play.

Inspect the cabinet (A). Take the MAGNET.

Look at the chair (B). Break off a CHAIR LEG.

Go forward.

Park

Look at the fountain on the left to open a puzzle.

The goal is to fill in the gaps in the lily pads with like colored pads.

When a gap is in front of a pad on the rim (A), click that color pad to fill the gap. The Reset button comes in handy when pads end up in the wrong colored circle.

Receive a DARK KEY.

Go over the first bridge

Street

Zoom in on the sign (A).

Use the CHAIR LEG to replace the SAW holding up the sign.

Follow the directions to the train station

Train Station

Examine the front of the engine (B).

Take the CHIP.

Return to the park. Go up the steps on the left to the statues.

Statues

Climb the steps on the right statue (A).

Zoom in on the cleft in the stones (B).

Use the MAGNET to retrieve the RULER.

Building Ruins

Use the RULER to spring the lock on the dresser drawer.

Take the SPARK PLUG.

Street

Use the RULER to spring the lock on the car door.

Take the HONEY and BUN.

Park

Look at the light on the right (A).

Place the jar of HONEY on the ground. Remove the lid.

Take the RAG from the top of the globe.

Zoom in on the gazebo (B).

Give the BUN to the pig.

Move the leaves and take the GARDEN SHEARS.

Statues

Examine the base of the statue on the left (C).

Use the GARDEN SHEARS to free the NET.

Park

Use the NET to retrieve the box in the pond.

SAW the box open. Get the LIGHT KEY.

Building Ruins

Look at the twisted roots.

Use the GARDEN SHEARS to cut the roots and retrieve the WIRES.

Street

Open the hood of the car (A).

Insert the SPARK PLUG and attach the WIRES to the ENGINE.

Look at the sign board (B).

Use the RAG to remove the signage. The symbols are added to the diary.

Train Station

Zoom in on the trunk on the far left.

Insert the DARK and LIGHT KEYS in the chest locks to open a puzzle.

The goal is to move both keys into their slots.

The dark key moves opposite of the control arrows. Use the walls of the grid to help move the keys.

A good position for the last two moves is shown above.

Receive a FUEL CAN.

Statues

Speak to the clockwork sailor (A).

Insert the ENGINE behind the grill. Attach the FUEL CAN on the right.

A puzzle opens (B).

The goal is to find a path from the upper blue number “1” to the lower left orange number “3” so that all numbers in between and including sum to 45. One solution is shown above.

Descend the steps. Go forward to the tower.

Tower Exterior

Examine the lock (A).

Put the CHIP in the empty slot. Rotate through the animals until they are in the order from the shop sign: Orca, Bear and Ant Eater.

Tower Interior

Zoom in on the chest in the middle circle.

Open the trunk. Take the TORCH.

Tower Exterior

Look at the tree on the far left (A).

Roll the TORCH in the sap. Receive a TORCH WITH RESIN.

Train Station

Look at the pot on the platform by the train (B).

Put the TORCH WITH RESIN in the glowing embers.

Receive a LIT TORCH.

Tower Exterior

Go to the crystals to the right of the door (C).

Use the LIT TORCH to melt them.

Take the HANDLE.

Tower Interior

Examine the box on the left.

Use the HANDLE to open it.

Take the FEATHER.

Zoom in on the claws of the statue on the right (A).

Use the FEATHER to tickle its claws.

Pick up the TOKEN.

Tower Interior

Go to the last circle.

Place the TOKEN in the slot to open the case.

Click the scales to open a puzzle.

The goal is to drag the circles on the “Present” side so they are the mirror image of the pattern on the left.

The best strategy is to start with the inner circles and work outward.

See the next screen shot for the solution.

Watch the final cut scene.

Congratulations! You have finished playing the bonus chapter of Azada: In Libro Collector’s Edition.

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